"The representation of the Holocaust in literature and film has confronted lecturers and students with some challenging questions. Does this unique and disturbing subject demand alternative pedagogic strategies? What is the role of ethics in the classroom encounter with the Holocaust? " (Publisher d
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"This book offers a view of the cultural, family, and interpersonal consequences of mobile communication across the globe. Scholars analyze the effect of mobile communication on all parts of life, from the relationship between literacy and the textual features of mobile phones to the use of ringtone
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s as a form of social exchange, from the “aspirational consumption” of middle-class families in India to the belief in parts of Africa and Asia that mobile phones can communicate with the dead. The contributors explore the ways mobile communication profoundly affects the tempo, structure, and process of daily life around the world. The book discusses the impact of mobile communication on social networks, other communication strategies, traditional forms of social organization, and political activities. It considers how quickly miraculous technologies come to seem ordinary and even necessary; and how ordinary technology comes to seem mysterious and even miraculous. The chapters cut across social issues and geographical regions; they highlight use by the elite and the masses, utilitarian and expressive functions, and political and operational consequences. Taken together, the chapters demonstrate how mobile communication has affected the quality of life in both exotic and humdrum settings, and how it increasingly occupies center stage in people’s lives around the world." (Publisher description)
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"This book is for people who are interested in creating their own computer games for the Windows platform. Using the easy but powerful The Games Factory 2 software, you will be able to make games quicker and easier than ever before, without any programming knowledge. Game creation is a lot of fun an
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d easier than you might have previously imagined; it really is simple to start making your own games. The Games Factory 2 software that we use in this book allows you to make many different types of games, such as card games, board games, puzzles, platform games, side-scrolling games, shoot ‘em ups, adventure games, and more. If you have always dreamed of making your own games, now is your chance." (Introduction)
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"The essays in this volume reflect a wide-range of issues and concerns related to children’s media culture in Africa. For example, several address the role of entertainment television in Addis Abba, Ghana, South Africa, Kenya, and Zambia and in the lives of Muslim children. Other essays introduce
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us to children-centered media from Ghana, South Africa, and Zimbabwe, and the innovative programs of PLAN-International. In addition to entertainment media and children-centered media, media education and digital media literacy are also discussed." (Publisher description)
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"This volume the consequences of digital media use for young people's individual and social identities. The contributors explore how young people use digital media to share ideas and creativity and to participate in networks that are small and large, local and global, intimate and anonymous. They lo
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ok at the emergence of new genres and forms, from SMS and instant messaging to home pages, blogs, and social networking sites. They discuss such topics as “girl power” online, the generational digital divide, young people and mobile communication, and the appeal of the “digital publics” of MySpace, considering whether these media offer young people genuinely new forms of engagement, interaction, and communication." (Back cover)
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"This volume addresses the issue of credibility—the objective and subjective components that make information believable—in the contemporary media environment. The contributors look particularly at youth audiences and experiences, considering the implications of wide access and the questionable
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credibility of information for youth and learning. They discuss such topics as the credibility of health information online, how to teach credibility assessment, and public policy solutions. Much research has been done on credibility and new media, but little of it focuses on users younger than college students. Digital Media, Youth, and Credibility fills this gap in the literature." (Publisher description)
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"This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers
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of technological change, recognizing that these new technologies are embedded in larger social systems, school, family, friends. The chapters consider such topics as (un)equal access across economic, racial, and ethnic lines; media panics and social anxieties; policy and Internet protocols; media literacy; citizenship vs. consumption; creativity and collaboration; digital media and gender equity; shifting notions of temporality; and defining the public/private divide." (Back cover)
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"Young people today have grown up living substantial portions of their lives online, seeking entertainment, social relationships, and a place to express themselves. It is clear that participation in online communities is important for many young people, but less clear how this translates into civic
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or political engagement. This volume examines the relationship of online action and real-world politics. The contributors discuss not only how online networks might inspire conventional political participation but also how creative uses of digital technologies are expanding the boundaries of politics and public issues. Do protests in gaming communities, music file sharing, or fan petitioning of music companies constitute political behavior? Do the communication skills and patterns of action developed in these online activities transfer to such offline realms as voting and public protests? Civic Life Online describes the many forms of civic life online that could predict a generation's political behavior." (Back cover)
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"La première partie de l’étude vise à décrire autant le fonctionnement des médias congolais que le comportement de leurs publics, essentiellement à Kinshasa et dans les grandes villes de province. La seconde partie tâche de dresser un bilan des principales contraintes auxquelles sont confro
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ntés les journalistes congolais dans leur travail quotidien et de souligner les défis à relever afin que les médias congolais puissent contribuer efficacement à la consolidation de l’Etat de droit, de la paix et de la citoyenneté. En effet, la pluralité des médias n’est pas forcément synonyme de qualité de l’information du citoyen et, si les expériences positives et volontaristes ne manquent pas, un besoin de professionnalisation des acteurs du secteur des médias se fait encore sentir. A travers ce bilan succinct, mais franc et honnête, le présent document ambitionne d’être utile à la fois aux acteurs du secteur médiatique congolais, aux chercheurs qui souhaitent mieux connaître ce paysage dynamique et pluriel, et aux partenaires soucieux d’appuyer ces vecteurs d’information dont le rôle est capital pour l’avenir démocratique du Congo." (Dos de couverture)
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"When crisis or disaster strikes, people need help. They need, shelter, food, water and safety. They need these things rapidly and effectively. Modern humanitarian responses have become more effi cient and effective at providing these things. This policy briefing argues that people need information
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too. It does so not to create an added burden on humanitarian responses that are always stretched thinly. It does so because such responses are too often undermined, often insufficiently effective – and sometimes outright counterproductive – if people’s information needs are considered a low priority during humanitarian crises." (Introduction)
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